﻿using System.Collections.Generic;

[System.Serializable]
public class nZoneData
{
    //  逻辑上的
    public nLayerData _groud = new nLayerData();


    //public List<nUnitData> buildings = new List<nUnitData>();

    public List<nUnitData> walls = new List<nUnitData>();

    public List<nUnitData> decos = new List<nUnitData>();

    public nZoneRelationData rdata = new nZoneRelationData();
}

[System.Serializable]
public class nZoneLayerGridData
{
    public List<nZoneGridData> listGd = new List<nZoneGridData>();
}

/// <summary>
/// 资源占用的格子集合
/// </summary>
[System.Serializable]
public class nZoneGridData
{
    public int unitid = -1;

    public int _GroudOrder = -1;

    public int[] _grids_block = null;

    //public UnityEngine.Vector3 _Pos;
}

[System.Serializable]
public class nZoneDataRelation
{
    public string zonename = string.Empty;

    public string foundation_data = string.Empty;
    public string deco_data = string.Empty;
    public string wall_data = string.Empty;
    public string building_data = string.Empty;
}
